VIRTUAL ON: OPERATION MOONGATE (For both PC and arcade) SEGA? 1996, 1998 Started on Tuesday, August 6th, 2002 oooooo oooo ooooo ooooooooo. ooooooooooooo ooooo ooo .o. ooooo `888. .8' `888' `888 `Y88. 8' 888 `8 `888' `8' .888. '888' `888. .8' 888 888 .d88' 888 888 8 .8"888. 888 `888. .8' 888 888ooo88P' 888 888 8 .8' `888. 888 `888.8' 888 888`88b. 888 888 8 .88ooo8888. 888 `888' 888 888 `88b. 888 `88. .8' .8' `888. 888 `8' o888o o888o o888o o888o `YbodP' o88o o8888o o888ooooood8 .oooooo. ooooo ooo d8P' `Y8b `888b. `8' 888 888 8 `88b. 8 888 888 8 `88b. 8 888 888 8 `88b.8 `88b d88' 8 `888 `Y8bood8P' o8o `8 +=+=+=+ UPDATES +=+=+=+ -Version 1.2- # Update started on Tuesday, August 20th 2002 12.27 pm # - Fixed even more grammatical errors, Added "What happens when you:" for weapons, added "The Bounce", added "The CRHC", added "Thrust-Vectoring", added "Class", and finally - I got some ASCII art done for the FAQ. # Update finished on Thursday, March 13th 2003, 11.45 pm # -Version 1.1- # Update started on Monday, August 19th 2002 4.50 pm # - Updated some of the credits, fixed some grammatical errors, arranged some weapons in order, added "Oongabanga! CC Attacks", added "Things to Wonder About". # Update finished on Monday, August 19th 2002 12.30 am # +=+=+=+=+=+=+=+=+ FAQ INTRODUCTION +=+=+=+=+=+=+=+=+ Hello, and welcome to my in-depth FAQ for the great game Virtual On: Operation Moongate. Written by me (Eizaz), this FAQ will (hopefully) teach you everything you need to know and more. If you have any comments, or anything about this game, feel free to contact me at the following address: ztwc2@doramail.com And visit my (yet) unfinished Virtual On page, where most of this info came from, at http://eizaz.tripod.com/von.htm I am also a member of VOGZ (Virtual On Gamers Zone), and if you wanna brush up on your skills, talk about Virtual On, or simply want to chat, then visit us at http://www.liquid2k.com/vogz WARNING: This FAQ is best viewed in at least 1028 X 768 pixels or more, in your resolution settings. Sorry for any inconvenience caused. +=+=+=+=+=+ LEGAL INFO +=+=+=+=+=+ Unfortunately, I have to include this section in my FAQ to avoid lots of complications. You're proabably sick of all this by now, I assume. ___________________________________________________________________ This FAQ is written by Eizaz and is copyright ?Eizaz Azhar, 2002. No form of reproduction of this FAQ is allowed and it may not be distributed in any way without the author's content (me). For the time being, only http://www.gamefaqs.com has my authorization to post this FAQ on its page. Violating this rule may induce serious legal action, so you might not want to do anything rash. ___________________________________________________________________ There. Sorry, but it had to be said. BTW, does anyone actually read this crap? +=+=+=+=+=+ THE STORY! +=+=+=+=+=+ Okay, now most people don't know anything about the story, proabably because it's in Japanese or it's too confusing or it's too difficult to find and a zillion other excuses. So, I decided to rewrite the story in my own words, to make it a bit less confusing and easier to understand. ---------------------------------------------------------------------------------- In V.C 0084 (it's in hexadecimal) a huge company by the name of DN discovers the ancient ruins of a civilization which contains ultra high-tech technology (so much for ancient) from non-human origin, consisting of some human-like mechs. DN developed them, and codenamed them Virtuaroids. In order to keep this "ancient" technology a secret, they moved their factory and research center to the Moon. Soon, they found out that these human-like robots are one hell of a job to control, and DN begins their search for Virtual-On Positive (VO+) people. VO+ people are certain individuals that can somehow control a VR with ease. To make them easier to locate, DN makes a video game (here goes) and places them in local arcades. Codenamed Virtual On: Operation Moongate; these machines are actually linked up to DN's main server which transmits signals direct to the Moon, where DN's R&D Center is located. As the story goes, the Moongate's defense system goes berserk (Don't they always?) and somehow decides to destroy the Earth. Now DN has no choice but to send the players in the arcade to fight for Earth, and the players are unknowingly used in a war that will determine the fate of the planet... ---------------------------------------------------------------------------------- +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ THE CONTROLS (FOR THE PC VERSION) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ *You HAVE to know these in order to play the game properly, trust me.* -------- BRIEFING -------- Since these controls are for the PC version and not the arcade, you can set your own controls. I'll just give a brief description of what you'll find. -------- MOVEMENT -------- FW - Moves the virtuaroid (VR) forward. BW - Duh, moves the VR backward. Left - Moves the VR left. Right - Moves the VR Right. Turn (L) - Turns the VR to the left. Turn (R) - Turns the VR to the right. Dash - The name says it all. Jump - See above. Guard - Okay, this only works in close-combat (CC) mode. More explained later. Change view from pilot's view to chase view: Start (Arcade) or Tab (In PC). To dash, hold the dash button and go whichever way you want to dash. While dashing, most attacks will miss except if you run into them (tough luck, buddy). ------ ATTACK ------ Fire (L) - Fires a VR's left weapon. Fire (R) - Fires a VR's right weapon. Fire (C) - Fires a VR's center weapon. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ THE CONTROLS (FOR THE ARCADE VERSION) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ --------- BRIEFING --------- Okay, now the arcade controls are a bit easier to use, and all the buttons are fixed (which means you can't set your own controls, duh!). On the machine, you'll find two joysticks which are also available for both the PC and the Sega Saturn, but are extremly rare nowadays. The joystick commands are as follows: FW - Move both joysticks forward. BW - Move both joysticks backward. Left - Move both joysticks to the left. Right - Move both joysticks to the right. Jump - Split both joysticks outward (Move one left, and move one right) NOTE: If you move to the side while jumping (i.e jump and hold both sticks to the side) you may be able to evade most projectiles thrown at you. Only applies to light VRs. Heavy VRs can do this, but chances are your opponent's projectiles will hit you. __ __ Pull to the left <- \ \ - JUMP - / / -> Pull to the right \ \ / / \ \ / / \ \ / / Left joystick Right joystick NOTE: You can move a bit when in the air, especially for Viper II, Fei-Yen and Bal-Bas-Bow. Guard - Move both joysticks inward (Opposite to jump) Also used to cancel a jump in mid-air, called a jump-cancel. __ __ Push to the right -> / / \ \ <- Push to the left / / - GUARD - \ \ / / \ \ / / \ \ Left joystick Right joystick WARNING: You will experience a brief moment of freeze time after a dash, or after landing from a jump. So will your opponents, so use this to your advantage. *Sorry about the pictures... It's the best I can do. Go play the game for better views. :) ------ ATTACK ------ Fire (L) - Left trigger Fire (R) - Right trigger Fire (C) - Press both triggers simultaneously Dash buttons - Those little rectangular buttons on top of the joysticks +=+=+=+=+=+=+=+=+=+=+=+= BASIC CONTROLS/COMMANDS +=+=+=+=+=+=+=+=+=+=+=+= Virtual On is a one-on-one 3D game where your objective is to destroy your opponent, complete all the stages and save the Earth from destruction. In the arcade, if someone is playing beside you, you have a choice after you insert your credit/s... *Go solo *Engage! To go solo means that you will not fight the guy beside you, and you can complete the game. Engage!, on the other hand means "Fight the guy beside me!" After you defeat your opponent, (or get defeated, mwahaha) the victor will continue in Solo mode. For the PC version, however you can choose to go in single mode or in 2 player mode. During Single Mode, there is no "Engage" function whatsoever. You can only challenge another player in 2 Player mode or in Network (Modem, Serial etc.) -------------- LOCK-ON TARGET -------------- You may wonder, "How the heck do I aim?" Well, the game incorporates something called a lock-on target. When the target is on your opponent, your attacks will aim in the general direction of your opponent. If you lose the target, your weapons will run haywire, except for specialised homing weapons (Belgdor's Homing Missiles, for instance.) In CC range, the lock-on target will change to a double lock-on, and you are in CC range. --------------------- REGAINING THE TARGET --------------------- There are a number of ways to regain the target. Here are a few: *Jumping When you jump, you have a bird's-eye view of the arena. You will regain sight of the enemy, and the target will lock on. *Jump-Cancel The most common way of regaining sight of the enemy and the lock-on target. All you need is a short jump to regain sight. Be warned though: If you jump-cancel too quickly, not only will you NOT regain sight of the enemy, but you are also allowing your opponent to counterattack you, as a jump-cancel also has a freeze time. *Do a dash attack When you do a dash attack, you will regain sight of your opponent (for no reason) and the target will lock on. *Turn, turn and turn. This has to be the worst way of regaining sight of your opponent and the lock-on target. When you turn, it takes like, forever. And to regain the lock-on target, your sight has to be in a straight line with your opponent. ---------------------------- WALKING OR STANDING ATTACKS ---------------------------- A very simple attack, it may be good or bad depending on the type of situation. Just hold the joysticks (Or keyboard) to the right or left, and fire your weapons. Or, you can stay still and fire your weapons. Some weapons take a lot of startup time, while some take very little, depending on both the weapon and the VR. All walking and standing attacks can be cancelled into a dashing/crouching attack. ---------------- DASHING ATTACKS ---------------- You can dash and attack at the same time. This wil make up a major part of your attacks. To do it, dash by pressing any dash button and pointing to the left, right, front, back, or any direction, then press the desired attack. The VR will then dash and fire his weapon. Dash attacks are different from walking/standing attacks, and walking/standing attacks can be cancelled into a dashing/crouching attack. ---------------- JUMPING ATTACKS ---------------- When jumping, you can also fire your weapons, but only after the jump has reached its maximum altitude. Jumping attacks differ from other attacks, where VRs fire their weapons in a different way. Also used to counterattack your opponent or to throw his weapons off course. (As in miss by a mile) ----------------- CLOSE COMBAT (CC) ----------------- For close combat to occur, a certain VR must be close enough for one of its (or maybe both, or all three) weapon gauges to turn yellow. Pretty easy to spot, because a weapon gauge's color is blue by default. Anyway, when a weapon is in CC (close combat) mode, use it and your VR will unleash some cool looking attacks. There is also a move called a "Circular Slash", which means that your VR will circle around the opponent VR at top speed, and attack from behind. To execute this, in CC mode, go to the diagonal-up direction (left or right, your choice) and press your relevant CC weapon. WARNING: If you miss, you can be counterattacked by some good opponents before you manage to guard. NOTE: All standing/circular CC attacks can be cancelled into a crouch attack, and sometimes Circular Slashes may cause split-second invincibility to the VR executing the attack, meaning to say there is no chance for you to guard against or to slash the VR before it slashes you. *HOW TO COUNTER IT: Jumping is good, but your opponent may wait for you to land and hit you during your freeze time, so you might want to wait until his attack is over, then cancel your jump, and run. *EXTRA-EXTRA NOTE* : All CC Attacks can be evaded by DASHING TOWARDS YOUR ENEMY. (i.e Temjin does a CC Sword Slash, you dash TOWARDS him, you escape unharmed.) This trick also works for Circular Slashes. Be warned though; You may be history if your opponent jump-cancels or thrust-vectors you. Thrust-vectoring explained later. -------- GUARDING -------- All CC attacks do a lot of damage (Some doing more than 1/2 life) but can be blocked, which brings us to the topic above. In CC range (Yellow weapon gauge), hold both joysticks inwards and your VR will hold up his/her/its weapon, like trying to block an attack. When a CC attack is blocked, you will recieve very little damage, but can kill you if you only have a pixel of life left. WARNING: You CANNOT guard against long-range attacks. NOTE: When you guard while not in CC mode, your VR will quit everything and come to a standing halt. *HOW TO COUNTER IT: Hit your opponent wih a strong projectile, i.e Raiden's Lasers. Alternatively, dash away. ----------------- CROUCHING ATTACKS ----------------- Crouching attacks can only be done while firing a weapon. I wonder why? Anyway, to do it, press guard (In non-CC range for a long-range attack, or in CC range for a CC attack) and the desired weapon at the same time. Your VR will then crouch and fire a crouch attack. Crouching attacks can be executed straight from a walking/standing attack. WARNING: Only Temjin and Apharmd have crouching CC attacks, using their center weapon. NOTE: A crouching attack can be executed from a walking/standing attack, but CANNOT be cancelled into anything else. +=+=+=+=+=+=+=+=+=+=+=+=+=+ ADVANCED CONTROLS/COMMANDS +=+=+=+=+=+=+=+=+=+=+=+=+=+ ----------------- THRUST-VECTORING ----------------- What on Earth? Don't worry, this has nothing to do with hooking up booster rockets to mosquitoes (Get it? Booster rockets provide thrust, mosquitoes are vectors. No...? Never mind.) Anyway, in simpler terms, this means "Strategic Dashing Attacks". For example, Temjin dashes to the side. If you want to attack him while dashing, doing a side dash attack will be of no use (unless he gets stuck in a corner and you can hit the crap out of him) as your attack will miss. The correct way to dash is to dash forward, and attack. When dashing forward, your VR will face your enemy directly, thus chances of your projectile hitting are much higher than with a side dash. Timing is the key here, because if your timing is bad, your attack will miss. Too slow and your opponent will have recovered from his freeze time. Too fast and your attacks... Yes, will miss. Another example: If your opponent dashes forward and attacks, do a jumping attack. Why? Because when he/she does a front dash attack, he can't move to the side, and you have him in a straight line. By the time you fire your weapons, it'll be too late for him to do anything and BAM! (Note that this does not qualify as a thrust-vectoring attack as it is not a dash, but I just put it here to give you an idea of how thrust-vectoring works.) Again, timing is VERY important. Experiment with these and you'll be able to counter virtually any kind of attack, with few exceptions. (i.e Z-Gradt's Laser Cannon) --------------------- THE OONGABANGA! DASH --------------------- Well, this is something unique. Popularly called "Rising Dashes", I named it this because after a fall or taking heavy damage, VRs will say something like "Oongabanga!" Now, this dash will amplify your side dash attacks into a front dash + side dash. For example: *Temjin fires 4 side-by-side beam rifles during a front dash, right? And he fires 2 big "Kamehameha" shots when fired in a front dash, right? During an Oongabanga! dash, he will fire 4 side-by-side Kamehameha shots! Okay, there's a catch to this technique - You have to fall down in order to make it work. After a fall, (your opponent beats the crap out of you) hold right/left and the dash button. For some reason, as soon as the VR rises, he will do a dash. Then fire away! It's pretty obvious to spot, because the VR seems like he's rising from the fall, and dashing at the same time! NOTE: The 4 "Kamehameha" shots above only apply to Temjin alone, where the your attacks will be a front dash + a side dash. For other VRs, the result will be a side dash but with a front dash attack. For instance, if you try this on Dorkas, you will dash to the side and shoot huge fireballs but they will NOT split in 3 directions. Instead, they will be fired in a row, like a front dash. HOW TO COUNTER IT: If you're Arpharmd or Temjin, throw a bomb to neutralise your opponent's projectiles. For other VRs, stay behind a crate or run far, far away. Or, you can also jump and move to the side, as most projectiles can be evaded this way. This only applies to light VRs only, so be careful! ----------------------- OONGABANGA! CC ATTACKS ----------------------- The rule above dosen't apply only to long-range attacks, you know. Like the topic above states, after a fall, if by chance you are in CC mode, time your CC weapon at the second your VR rises. Accurate timing is needed here, or else it won't work. Oongabanga! CC attacks will do the same (or less) damage than normal close-range attacks. So why the heck should you use it? Here's why: To show off! It may do the same damage like normal CC attacks, but your VR (i.e Temjin) slashes in a different way. An Oongabanga! CC Sword Slash goes from down to up, unlike his normal Sword Slash, which goes from left to right. So yeah, it looks cool, but does the same damage. If you manage to defeat the opponent with a Oongabanga! CC attack, you get the satisfaction of seeing your enemy get destroyed by a cool-looking attack which rarely hits. WARNING: Some Oongabanga! CC Attacks have a certain range limit, i.e it won't hit if you're too close. Temjin's Oongabanga! CC Sword will not hit if you are too close to the opponent. HOW TO COUNTER IT: Just staying away from your opponent's CC range will do fine, but do note that your opponent can also do an Oongabanga! dash attack, so be prepared. ---------- THE SLIDE ---------- Here's another advanced technique called The Slide (I named and invented it). To execute it, do a crouch attack and the second the VR crouches, press any direction to slide in that direction. When sliding, the VR does sort of a mini-dash that can be used to evade some attacks. WARNING: You cannot fall while doing this move, so if you happen to hit a really powerful projectile, you will recieve the full impact of the blow... Raiden's Lasers for example. Then prepare to lose 1/2 of your life or more. HOW TO COUNTER IT: Most crouching attacks do crap damage, so all you have to do is to rush in and fire at will. Your opponent cannot stop this move, so you'll be dishing out more damage than you recieve. Unless, of course you only have a pixel of life left, then this might not seem like a wise idea. ----------- THE BOUNCE ----------- And yet another advanced technique (also created and named by me) called "The Bounce". It can be very useful in certain situations, as you will see later. The Bounce cancels a VR's freeze time after a dash attack. After dashing and firing your weapons, if you happen to hit the end of the arena, hold the opposite direction on your joysticks. (i.e: Do a left side dash attack, and just before hitting the end of the arena, hold the joysticks to the right.) If done correctly, your VR will bounce off the end of the arena, and can move freely. WARNING: This move can only be used when you hit the end of the arena. --------------------------- THE CLOSE-RANGE HIT-CANCEL --------------------------- The close-range hit cancel (CRHC for short) is normally used by Apharmd or Temjin players. This technique goes like this: Try to hit your opponent with a CC attack of some kind. If he blocks it, quickly, QUICKLY dash to the side and fire your weapons. Your CC attack will then be cancelled out by your dash attack. Most players will be left guarding your shots, which, unfortunately cannot be guarded against, and they recieve damage. WARNING: This attack CANNOT be executed from a crouching attack, as a crouching attack cannot be cancelled out of. HOW TO COUNTER IT: You can either start off with a crouching CC attack, or guard his attack and thrust-vector your opponent. ===================================== And now for the Virtuaroids, or VRs! ===================================== +=+=+=+ LEGEND +=+=+=+ ------------------------------------------------------------------------------------------ More stars indicate more marks for a certain weapon. * - Crap ** - So-so *** - Quite good **** - Excellent ***** - Fantastic! Armor: Represents a VRs armor. Speed: Represents a VR's speed. Mobility: Represents a VR's handling. (Yes, they do have handling!) Firepower: Shows how much punch a certain VR packs. VR SPECS : As the title says... GENERAL INFO : Stands for my personal opinion on a certain VR. AGAINST THE CPU : Efficient tactics against the CPU. BACKGROUND NOTES : SEGA's comment on a VR, in my own words. CLASS : A VR's class. (i.e Heavy, medium, light etc) OVERVIEW : My conclusion on a certain VR. Charge Time : Represents how fast a weapon gauge fills up. More stars, the faster it fills. Homing Ability : How much a weapon will home in on the opponent when fired. Damage : How much damage a weapon's projectile deals. CC Activation Range : Maximum range for a CC attack for a certain weapon. CC attack : What the weapon does in CC mode. Damage : Damage a weapon deals in CC mode. Speed : Overall speed of a certain CC attack. CRHC : Close-Range-Hit-Cancel COLTB : Charge Of The Light Brigade Time Over : The time limit set in the game. When it finishes, the player with more life wins. If both players have the same amount of life, the game will come to a draw and both players lose. If both players are still tied when the number of rounds expire, both players go GAME OVER. BBB : Bal-Bas-Bow ------------------------------------------------------------------------------------------ NOTE: These are based on my observations, so other people may oppose my ideas. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= MBV-04-G TEMJIN +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: MBV-04-G (Main Battle Virtuaroid) Height: 15.2 meters Unarmed weight: 7.62 tons Fully armed weight: 20.3 tons Maximum power output: 4620 kilowatts Class: Medium-light Armor: *** Speed: **** Mobility: ***** Firepower: ***** (Thanks to his infinite Beam Rifle) ------------- GENERAL INFO ------------- - Designed as a multi-purpose virtuaroid, Temjin suits beginner and advanced players perfectly. Extremely versatile (not to mention user-friendly), he can be used for a variety of fighting styles. However, it takes time to really master this VR and when you do, he's a real killing machine! Arena: Flooded City - One of my favourite arenas. A 50/50 balance between crates/boxes and space. Don't be afraid of the water though, because you can't fall in it! Background Music: In The Blue Sky - Really nice tune, and is my favourite BGM among the rest. Suits Temjin's stage well. -------- WEAPONS -------- ===================== - Left Weapon: Bomb - ===================== - Temjin's bomb covers a wide area, neutralising or blocking every projectile that comes toward him, with a few exceptions like SAV-07-D Belgdor's Napalm, and HBV-10-B Dorkas' Phalanx. It will not, however neutralise projectiles (be it enemy or friendly) that come from within the bomb's explosion. What happens when you: Throw a standing bomb...... Throws the bomb for a short range, which explodes upon impact on the enemy or the ground. Throw a walking bomb....... Same as above, only thing is you can move while throwing. Throw a crouch bomb........ Throws the bomb like a bowling ball. Rolls toward the direction thrown. Throw a side dash bomb..... Throws a bomb directly at your enemy. It dosen't matter if you dash left or right. Throw a front dash bomb.... Throws the bomb directly on the ground beneath you while dashing. Throw a back dash bomb..... Throws a bomb for quite a distance towards your opponent before exploding. Throw a jumping bomb....... Throws a bomb directly beneath him. NOTE: Bomb damage remains the same no matter how you throw it. Charge Time: *** Homing Ability: * Damage: ** CC Activation Range: 14.8 metres or closer CC Attack: Rifle Stab Damage: *** Speed: *** ============================ - Right Weapon: Beam Rifle - ============================ - Allright! This baby can fire unlimited shots due to its extremely fast (And do I mean FAST!) charge time. In fact, it charges up so fast that you won't be able to finish its ammo up. Has good homing Ability and if all shots connect, does good damage and will knock down big enemies. Fires four side-by-side shots when fired in a side dash and becomes two huge shots when fired in a front dash. WHAT HAPPENS WHEN YOU: Fire a standing Beam Rifle...... Fires a single Beam Rifle shot that does as much damage as 2 shots from a side dash. Fire a walking Beam Rifle....... See above. The only difference is that you're moving. Does the same damage as above. Fire a crouch Beam Rifle........ Fires two Beam Rifle shots at once. One goes straight ahead, while the other goes over crates and stuff. Great anti-air attack. Fire a side dash Beam Rifle..... Fires four side-by-side narrow Beam Rifles that will knock down big enemies. Fire a front dash Beam Rifle.... Fires two "Kamehameha" Beam Rifle shots that will knock down enemies at close range. Fire a back dash Beam Rifle..... Fires two side-by-side narrow Beam Rifle shots, like a side dash except that it only fires two shots. Fire a jumping Beam Rifle....... Fires a cluster of 3 Beam Rifles. Knocks down heavy to medium enemies Charge Time: *****...extends to infinity Homing Ability: **** Damage: **** CC Activation Range: 54.9 metres or closer CC Attack: Rifle Stab (Same as Bomb) Damage: *** Speed: *** ============================= - Center Weapon: Beam Sword - ============================= - Fires (more like slashes) a long beam that slices through certain enemy projectiles. Does little damage and quite frankly, isn't worth the effort to try hitting your opponent with it. Does deadly damage during close combat though, and it comes out extremely fast. What happens when you: Do a standing Beam Sword....... Slashes a sword-shaped beam at your enemy. Do a walking Beam Sword........ See above. When slashed, you cannot move, thus defeating the meaning of "walking" in the first place. Do a crouching Beam Sword...... Slashes a sword-shaped beam while crouching. Do a side dash Beam Sword...... Slashes a sword-shaped beam while dashing, and faces the enemy at the same time. Do a front dash Beam Sword..... See above. Do a back dash Beam Sword...... Same as above. Do a jumping Beam Sword........ Slashes a Beam Sword in an up to down direction. NOTE: A Beam Sword's damage remains the same no matter how you dash, except in CC mode. Charge Time: *** Homing Ability: **** Damage: * CC Activation Range: 99.9 metres or closer CC Attack: Sword Slash Damage: ***** Speed: **** --------------------------------------------- SPECIAL ATTACK : CHARGE OF THE LIGHT BRIGADE --------------------------------------------- - Temjin, along with Dorkas and Viper II have special attacks. These attacks deplete all 3 weapon gauges and they will not start charging until the special has finished. - Temjin's special attack is executed by jumping in the air, wait for the jump to reach its maximum height, then hold both joysticks forward while pressing both triggers (Beam Sword). If done properly, Temjin will charge in the direction of his opponent with his Beam Sword extended. If it hits, your opponent will recieve a bit less damage than a CC Sword Slash, which is not exactly a bit. - This special move has been given the name "Gliding Ram", "Tokyo Sword Rifle", "Hong Kong Sword Rifle", "Terpa", and many more. I like to call it... The Charge Of The Light Brigade! If you're not satisfied with the name, then write your own FAQ stating otherwise. ^_^ NOTE: This, as with all other special attacks, need all your weapon gauges to at least have some ammo left, of when all of them turn blue. ---------------------------- GLITCH ATTACK : MACHINE GUN ---------------------------- - After firing a Beam Rifle while standing, press guard (as in CC guard) and your VR quits everything, remember?. If done correctly, the guard motion will cancel out the rest of the Beam Rifle frames to a standstill. You can then fire another shot. Repeat this motion and... Ta-Da! Machine Gun! Yeah, thank heavens for the unlimited ammo. --------------- AGAINST THE CPU --------------- - The CPU on stage one is pure crap. He's so easy, I've seen 4-year old kids beating the crap out of him. No tactics needed here. Just attack, and he'll absorb it without reply. ---------------- BACKGROUND NOTES ---------------- - Temjin was the first VR ever developed by the DN Corporation. Other VRs originated from the experience gained during Temjin's development, such as Viper Alpha and Beta (which, sadly, do not appear in the game) Fei-Yen, and Apharmd. --------------------- DID YOU KNOW THAT... --------------------- - When chosen, the default color for Player 1 is blue, same for the bomb. Player 2's color is red with an orange bomb. - Temjin's Beam Rifle shoots out an empty shell with every shot. - The only time you can deplete your Beam Rifle is when you do the COTLB, but the second you land, you can use it again! --------- OVERVIEW --------- Pros: Unlimited Beam Rifle shots, speed, mobility, user-friendly Cons: Could do with a bit more armor Overall Rating: ***** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= HBV-10-B DORKAS +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: HBV-10-B (Heavy Battle Virtuaroid) Height: 13.4 metrres Unarmed weight: 9.25 tons Fully armed weight: 25.9 tons Maximum power output: 7840 kilowatts Class: Heavy Armor: **** Speed: ** Mobility: ** Firepower: *** ------------- GENERAL INFO ------------- - A VR with heavy armor and huge amounts of firepower in a compact body. He's quite difficult to handle, but versatility of his weapons make up for it. Medium difficulty VR, not so user-friendly. Arena: Waterfront - Another one of my favourite arenas. The crates/boxes are located at the side of the arena, leaving a big space in the middle. Background Music: Everything Merges With The Night - Well... 50/50. Sometimes I like it, sometimes it sounds like crap. It merges with the stage, though. -------- WEAPONS -------- ======================= - Left Weapon: Hammer - ======================= - Okay, this so-called "hammer" looks more like a huge steel ball with spikes. Heck, it does some damage, but once he launches it, it has to return to your arm before it begins to charge. Oh yeah, before it returns to his arm, it deals damage to your opponent if he/she is blocking the path of his returning hammer. Does good damage during close combat, but not really effective. What happens when you: Launch a standing Hammer...... Launches the Hammer like normal. Launch a walking Hammer....... See above. You can't move while launching your Hammer. Launch a crouching Hammer..... Launches the Hammer while crouching, in an upward direction. Good for aerial enemies. Launch a side dash Hammer..... Launches a fast Hammer while dashing. Launch a front dash Hammer.... Launches an unstoppable Hammer, unless it hits the wall or gets hit by a heavy projectile (Raiden's Lasers, for example.) Launch a back dash Hammer..... Same as a side dash hammer, except that Dorkas dashes back instead of left or right. Launch a jumping Hammer....... Identical to a front dash Hammer. Charge Time: * Homing Ability: **** Damage: *** CC Activation Range: 29.9 metres or closer. CC Attack: Hammer Bash Damage: **** Speed: ** ========================== - Right weapon: Fireball - ========================== - Whee. Another I-never-seem-to-run-out-of-ammo weapon. *Yawn* Unlike Temjin's Beam Rifle, it splits in 3 directions when fired in a side dash and becomes 8 huge, menacing fireballs when done from a front dash. In close combat though, its startup time takes bloody ages, and Dorkas takes his own sweet time to move reaallllyyy sloooowwwly to hit the opponent. By then, smart opponents would have either run away or counterattack before you can even touch them. NOTE: Dorkas' Fireball travels for a distance of 479.5 metres before self-destructing. Anyone outside this range is safe from his Fireballs. What happens when you: Fire a standing Fireball....... Fires a huge Fireball at the opponent. Fire a walking Fireball........ Same as above; only while walking Fire a crouching Fireball...... Crouches and fires 2 Fireballs. Very limited range and explodes instantly after fired, in mid-air. Fire a side dash Fireball...... Fires mini fireballs in 3 rows. Fire a front dash Fireball..... Fires 8 huge fireballs, in pairs of 2. Fire a back dash Fireball...... Fires a straight line of mini fireballs. Fire a jumping Fireball........ Fires a trio of Fireballs; They split in 3 directions upon impact with the ground Charge Time: *****...stretches on to infinity Homing Ability: *** Damage: ** CC Activation Range: 59.9 metres or closer. CC Attack: Flaming Punch Damage: *** Speed: * ========================== - Center Weapon: Phalanx - ========================== - When fired, Dorkas shivers for a while and releases some projectiles into the air. Upon impact with the ground, they explode and some even start a chain reaction from underground. Confuse your enemy with this, then fire your Hammer. In the midst of confusion, your enemy has a choice - Get hit by the Phalanx or by the Hammer! What happens when you: Fire a standing Phalanx...... Like the name states, fires his Phalanx into the air while standing still Fire a walking Phalanx....... See above. Cannot be fired while walking. Fire a crouching Phalanx..... Crouches and fires his Phalanx into the air at such a high angle, they don't come down and rarely hit the enemy. Fire a side dash Phalanx..... Dashes and fires his Phalanx which home a bit; nothing special. Fire a front dash Phalanx.... See above; while dashing forward Fire a back dash Phalanx..... See above. Fire a jumping Phalanx....... Fires his Phalanx while jumping. Charge Time: * Homing Ability: * Damage: *** CC Activation Range: N/A (No CC Attack, will not turn yellow) -------------------------------------- SPECIAL ATTACK - MEGA SPINNING HAMMER -------------------------------------- - Same like all the rest of the special attacks, this also depletes all your weapon gauges. - To execute it, turn right and hold both triggers simultaneously (Phalanx). When executed, Dorkas will spin like crazy with his Hammer extended. Does good damage, and homes in on the opponent. Use this as a jump trap. When your opponent jumps, do this move. When he lands... WHAM! WARNING: This move can be guarded against, in CC mode. --------------- AGAINST THE CPU --------------- - Most beginner pilots lose here, due to the lack of experience. Actually, he's quite easy. Just do a lot of dashing attacks, and watch out for his Hammer-Phalanx trick. I learned this tactic from the CPU, mwahaha! :) ---------------- BACKGROUND NOTES ---------------- - Dorkas' development was based on the HBV-05-E Raiden, with huge amounts of armor and devastating weapons. After some tests, they decided to make him handle better, and didn't really put attention to his weapons. Anyway, he costs much less than the HBV-05-E Raiden,and he gets a boost in close-range combat. Yeah, right. --------------------- DID YOU KNOW THAT... --------------------- - Dorkas' Player 1 default color is orange, with blue Phalanx explosions. Player 2's color by default is green, and orange Phalanx explosions. - The only time you can deplete your Fireball is when you do your Mega Spinning Hammer, but immediately after you finish, you can use it again! - His Phalanx actually releases some mini-Napalms which cause the underground explosions. --------- OVERVIEW --------- Pros: Great weapons, unlimited Fireball shots, good armor Cons: Bad speed, hard to use Overall Rating: *** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= SRV-14-A Fei-Yen +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: SRV-14-A (Special Reconnaissance Virtuaroid) Height: 14.8 metres Unarmed weight: 6.84 tons Fully armed weight: 13.7 tons Maximum power output: 4380 kilowatts Class: Light Armor: * (Not as cheesy as Viper II, but still crap) Speed: ***** Mobility: ** (Too fast to handle well, turns while dashing too slow) Firepower: * (In Hyper Mode - ***) ------------- GENERAL INFO ------------- - A female VR. She looks like one, at least! Possesses very high speed, but has very weak weapons. If you're rushing for time, She would be a bad choice. Takes forever to defeat most enemies, thanks to her weak weapons. On the other hand, when she gets enough damage (about 1/2 of her life gauge) she changes with a sparkling light and an eerie phenomenon occurs, dubbed "Hyper Mode". During this phase, her weapons do double the damage and undergo some visual changes. Really hard-to-use VR. What I meant by "Turns while dashing too slow" means that during a dash attack, she has to complete the prelude of her dash, turn to face her enemy, THEN fire her weapons. Too slow, simply. WARNING: All her CC attacks do not change in Hyper Mode. Arena: Moon Base - Man, I hate this place. A cheapo's paradise. Lots of places to hide, and most players I fight use this technique - Hit you once and run away till Time Over. Pretty good technique, perhaps I should consider putting it on this FAQ... Don't be silly now! Background Music: The Wind Is Blowing - Mmmm... Kinda of nice, sounds cheerful. But a little too feminine. -------- WEAPONS -------- ======================== - Left Weapon: Bowgun - ======================== - Looks like a crossbow that shoots crossbow-shaped beams at the opponent. Does little damage but charges up quite quickly. A crouch Bowgun fires two beams at once, depleting all the Bowgun's ammo. What happens when you: Fire a standing Bowgun........ Fires a bow-shaped beam in the general direction of the enemy. Fire a walking Bowgun......... See above; While walking Fire a crouching Bowgun....... Fires 2 Bowgun beams extremely close to each other. Fire a side dash Bowgun....... Something like a crouching Bowgun, except that there is a longer gap between the 2 beams. Fire a front dash Bowgun...... Fires a side dash Bowgun; Except that she's dashing forward and may knock down large enemies if fired from close-range Fire a back dash Bowgun....... See above; While dashing backwards Fire a jumping Bowgun......... Fires 2 Bowgun shots in a row. Charge Time: *** Homing Ability: **** Damage: ** (In Hyper Mode - ***) CC Activation Range: 64.9 metres or closer CC Attack: Bowgun Slash Damage: ** Speed: *** =========================== - Right Weapon: Hand Beam - =========================== - Fires little ball-shaped beams from her hand. At first it appears to be another infinite I-never-run-out-of-ammo weapon, but when the right trigger is held, you can shoot turbo shots, which will last as long as you hold the trigger (and as long as her ammo is still available). Whan happens when you: Fire a standing Hand Beam...... Fires a single ball which does a pixel of damage to your opponent. Hold the trigger to fire rapid shots. Fire a walking Hand Beam....... See above. Can be done while walking. Fire a crouching Hand Beam..... Shoots a stream of 5 Hand Beams which look like a bizzare species of caterpillar. May go over obstacles, has great homing ability, but does little damage. Fire a side dash Hand Beam..... Shoots a stream of 5 Hand Beams, takes a while to shoot while dashing Fire a front dash Hand Beam.... Fires a stream of 5 Hand Beams, identical as above. No difference in damage Fire a back dash Hand Beam..... See above. Fire a jumping Hand Beam....... Fires a stream of 5 Hand Beams. Charge Time: ***** Homing Ability: **** Damage: ** (In Hyper Mode - ***) CC Activation Range: 44.9 metres CC Attack: Bowgun Slash (Same as Hand Beam, but slashes in a different direction) Damage: *** Speed: *** ============================= - Center weapon: Heart Beam - ============================= - This game keeps getting weirder and weirder. Fei-Yen fires a huge beam in the shape of a heart that you might find on a on Valentine's Day card. Does little damage at first, but in Hyper Mode, it can cause you major problems. Wow... Does almost 1/2 life damage on Viper II. What happens when you: Fire a standing Heart Beam...... Fires a beam in the shape of a hollow heart. Fire a walking Heart Beam....... Sorry, pal. A Heart Beam cannot be done while walking. Fire a crouching Heart Beam..... Quite frankly, I can't seem to see the difference between this and a standing Heart Beam. Fire a side dash Heart Beam..... Fires her Heart Beam while dashing. Fire a front dash Heart Beam.... See above. Fire a back dash Heart Beam..... See above. Fire a jumping Heart Beam....... Fires her Heart Beam while jumping. A bit more homing capibility on ground enemies Charge Time: ** Homing Ability: **** Damage: ** Damage during Hyper Mode: **** CC Attack: N/A (No CC Attack, will not turn yellow) --------------- AGAINST THE CPU --------------- - Really, really tough fight for most people. She'll keep running round the arena at top speed, and you'll have a hard time keeping up. Eventually, you end up losing because of the time limit. How about this... Use the same tactic on her! Hit her once, then hide behind a crate till Time Over. If she comes close, fire your weapons - She'll dash backwards. - An alternative method is to do a side dash. The enemies from Belgdor and above all jump when you do a side dash. Use this predictable move to your advantage. - Or, you can use Temjin/Apharmd. Hide behind a small crate. When she comes close, throw a crouching bomb. It explodes instantly, and she won't have time to evade it. Keep repeating this till she goes bust! ---------------- BACKGROUND NOTES ---------------- - The background story to Fei-Yen is particularly mysterious. The version of Fei-Yen in the game is actually the 13th version. The original Fei-Yen was mysteriously lost. No information is available about the original creators, except that they had disappeared and left some blueprints of Fei-Yen, which were discovered by her present-day recreators. Unlike the rest of the virtuaroids, Fei-Yen is not a DN Virtuaroid; the syndicate that restored her is an entity completely different and separate from DN. --------------------- DID YOU KNOW THAT... --------------------- - P1 Fei-Yen's default color is pink, while P2's color is pale blue. No change in weapons. - Fei-Yen's original background music was originally named "From The Moon To Me", which sounded like a total rip-off from the popular cartoon series "Sailormoon" theme song. SEGA realised that they were at the verge of being sued, considering the fact that they got away with Fei-Yen's resemblance to Sailormoon, and even naming her arena the Moon Base, abruptly changed the song to avoid legal action taken against them. --------- OVERVIEW --------- Pros: The speediest of 'em all Cons: Crap weapons Overall Rating: *** (Same for Hyper Mode.. You lose 1/2 life for it) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= SAV-07-D BELGDOR +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: SAV-07-D (Support Attack Virtuaroid) Height: 17.2 meters Unarmed weight: 10.4 tons Fully Armed Weight: 27.8 tons Maximum Power Output: 5270 kilowatts Class: Medium Armor: *** Speed: *** Mobility: *** Firepower: **** ------------- GENERAL INFO ------------- - Belgdor looks like a VR from World War 2, with colors to match. Looks the part too, with his Homing Missile launchers on his shoulders. Kinda difficult to handle, but he does have a few tricks up his sleeve (in this case, launchers) and is still a force to reckon with. Veteran pilots only. Arena: Greenhills - Another one of my favourite arenas. With nowhere to hide (except behind that huge hill) it allows all-out attackers to show their stuff. That hill can be quite a pest sometimes, though. Background Music: Higher Ground - Yay! Something like Temjin's In The Blue Sky, very cheerful and lively. Too short, unfortunately - Gets boring when it repeats itself too many times. -------- WEAPONS -------- ======================== - Left Weapon: Napalm - ======================== - When fired, Belgdor throws a small bomb on the ground. Upon impact, it unleashes a chain of explosions under the ground. Useful for flushing enemies who hide behind crates, and goes through anything. One of the few weapons that remain unaffected by bombs. Note that if you use it more than 5 times, it takes a long time before you can use it again. What happens when you: Fire a standing Napalm......... Throws a Napalm in the general direction of the enemy. Fire a walking Napalm.......... Throws a Napalm in the direction while walking; Slows down movement considerably. Fire a crouching Napalm........ Fires a Napalm while crouching. Why would anyone use this? Beats me. Fire a side dash Napalm........ Throws a Napalm which curves in the general direction of the opponent. Fire a front dash Napalm....... See above. Fire a back dash Napalm........ See above; Leaves you vulnerable to attack Fire a jumping Napalm.......... Throws a Napalm directly beneath you Charge Time: * Homing Ability: * Damage: **** CC Activation Range: 24.9 metres or closer CC Attack: Shoulder Charge Damage: *** Speed: ** ========================= - Right Weapon: Grenade - ========================= - Beldgor fires a stream of mini-rockets if fired from a side dash. Does good damage but bad homing ability. You can also fire turbo shots similar to Fei-Yen's Hand Beam, but instead of holding the button, you have to press it repeatedly. What happens when you: Fire a standing Grenade....... Fires a single Grenade. Tap button repeatedly to shoot rapid shots. Fire a walking Grenade........ Ditto, walking speed decreases. Fire a crouching Grenade...... Fires two grenades, one up and one down, similar to Temjin's crouching Beam Rifle. Fire a side dash Grenade...... Fires a stream of Grenades that will knock down heavy-to-medium sizes enemies. Fire a front dash Grenade..... See below; Will knock down big enemies when close Fire a back dash Grenade...... Fires a stream of four Grenades in a row. Fire a jumping Grenade........ Fires a stream of 5 Grenades; Knocks down heavy to medium enemies Charge Time: *** Homing Ability: ** Damage: **** CC Activation Range: 39.9 metres or closer CC Attack: Karate Chop (Heee-YAH!) Damage: ** Speed: *** ================================= - Center Weapon: Homing Missile - ================================= - When gauge is full, Belgdor fires 4 missiles in a pack. When gauge is halfway full, Belgdor releases 2 missiles. The former does excellent damage, while the latter cuts its damage in half. What happens when you: Fire a standing Homing Missile...... Belgdor stands still, shivers for a moment (!) and fires a set of four Homing Missiles. If not fully charged, Belgdor will fire 2 instead of 4. Fire a walking Homing Missile....... See above. Cannot be done while walking. Fire a crouching Homing Missile..... As above; while crouching. Goes over most obstacles, quite effective against enemies hiding behind crates. Fire a side dash Homing Missile..... Fires a set of Homing Missiles whiele dashing. 4 if fully charged, 2 if otherwise Fire a front dash Homing Missile.... As above; Does slightly more damage Fire a back dash Homing Missile..... See above. Fire a jumping Homing Missile....... See above. Charge Time: *** Homing Ability: ***** Damage: **** CC Activation Range: N/A (No CC Attack, gauge will not turn yellow) ------------------------ GLITCH MOVEMENT: ROWING ------------------------ - Rowing is a technique developed by some veteran Belgdor pilots by chance, I suppose. I'm not buying any of their "I invented that!" screams. Anyway, to do this, you have to hold the direction you want to move, then (while holding the direction) press up and down. In other words, keep moving in a diagonal-like direction while moving in the desired direction. Get it? You'll know when you get it right - Belgdor zooms across the arena faster than some VRs can dash! ------------------------------ GLITCHIER MOVEMENT: AUTOPILOT ------------------------------ - While moving (no dash), hold guard to continue moving in that direction for no reason. Cannot be done while dashing, as a dash cancels its effect. Dashing can be done while rowing, as it is a walking movement. --------------- AGAINST THE CPU --------------- - Most beginner pilots lose their cash here. This guy loves to dash and fire his Homing Missiles. Do a side dash, and he'll jump for no reason. Upon landing, hit him with everything you've got, don't stop dashing, and watch out for his Napalm! - To evade his Homing Missiles, wait till he launches them, then dash to the side just before they hit you. - When you jump, Belgdor will automatically fire his Homing Missiles. Use this to your advantage and do a jump-cancel. As Belgdor fires his Homing Missiles, you then have a chance to counterattack. ---------------- BACKGROUND NOTES ---------------- - Belgdor, alongside Dorkas, was made to replace the expensive Raiden. As Belgdor was developed as a long-range attack unit, he isn't meant for close combat. It does, however have a high center of gravity and a tendency to fall down. --------------------- DID YOU KNOW THAT... --------------------- - P1 Belgdor's color is green with a blue Napalm, while P2's color is brown with an orange Napalm. --------- OVERVIEW --------- Pros: Napalm goes through anything Cons: Takes bloody ages to charge Overall Rating: *** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TRV-06-Kh VIPER II +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: TRV-06-Kh Height: 15.8 metres Unarmed weight: 5.24 tons (light, eh!) Fully armed weight: 11.5 tons Maximum power output: 4430 kilowatts Class: Very Light Armor: 1/2 * (Mega crap) Speed: **** Mobility: **** Firepower: *** ------------- GENERAL INFO ------------- - Viper II has the best jumping capability (as stated by his huge wingspan) and the best mobility on air. There's a catch though - He has crap armor. One hit from Belgdor's Napalm will take out almost half of his life. Hey, you can't have everything, can you? Recommended for intermediate to advanced pilots, because of his armor. Arena: Airport - I hate this place. Full of crates, full of hiding places, full of cheapos! One of the worst arenas in the game. Background Music: She's Lost Control - Not as bad as Viper II's armor. Sounds cool in the beginning, but sounds "kool" later. Also another short song. -------- WEAPONS -------- ============================================================ - Left Weapon: Seven Way Missile (Shortened to 7W Missile) - ============================================================ - Fires a row of missiles from right to left. Fires 7 of 'em, as the name states. A back dash 7 Way Missile results in a cluster of missiles being released. If all of them get destroyed before Viper II's dash expires, he will automatically release another pack... free-of-charge. Even when the gauge is out of ammo! This applies for a BACK DASH 7W Missile ONLY. What happens when you: Fire a standing 7W Missile....... Fires 7 missiles side-by-side, from left to right. Fire a walking 7W Missile........ See above; While walking Fire a crouching 7W Missile...... Fires 7 missiles side-by-side; From right to left Fire a side dash 7W Missile...... Fires 7 missiles side-by-side in an arch formation Fire a front dash 7W Missile..... Fires 7 missiles in an inline formation Fire a back dash 7W Missile...... Fires a cluster of 7W Missiles; Automatically fires another cluster if first cluster gets destroyed before back dash expires Fire a jumping 7W Missile........ Releases a cluster of 7 Missiles. Charge Time: ** Homing Ability: *** Damage: ** CC Activation Range: 44.9 metres or closer CC Attack: Vulcan Slash (from left to right) Damage: *** Speed: *** ======================== - Right Weapon: Vulcan - ======================== - Imagine this: Fei-Yen's Hand Beam, only in flat, rectangular shapes. Exactly the same functions, rapid fire and such. Its batteries expire very quickly. What happens when you: Fire a standing Vulcan....... Fires a stream of flat, rectangular shots; Will last as long as trigger is held, or until Vulcan expires Fire a walking Vulcan........ See above; While walking Fire a crouching Vulcan...... Fires a stream of 6 Vulcan shots in a line. Does not have rapid fire function Fire a side dash Vulcan...... Fires 3 rows of 3 Vulcan shots side-by-side, similar to Dorkas' side dash Fireball Fire a front dash Vulcan..... Fires 6 Vulcan shots in a row; Knocks down medium to heavy enemies Fire a back dash Vulcan...... See above; Will not knock down enemies Fire a jumping Vulcan........ See "Fire a side dash Vulcan". Charge Time: *** Homing Ability: *** Damage: ** CC Activation Range: 44.9 metres or closer CC Attack: Vulcan Slash (from right to left) Damage: *** Speed: *** ============================== - Center Weapon: Homing Beam - ============================== - Exactly the same like Belgdor's Homing Missiles, except that he dosen't have to shiver before firing it (freaky stuff, I have to admit.) Freaky stuff aside, it does pack a punch and can be used if a opponent is really close to you, and is guarding. Since CC Attacks do little damage, then WHAM! A beam attack! In your face! NOTE: Viper II's Homing Beam makes a "ping" sound when fired. Experiences opponents may use this to their advantage. What happens when you: Fire a standing Homing Beam........ Fires a Homing Beam while standing. Goes over short obstacles Fire a walking Homing Beam......... Nope. A Homing Beam cannot be done while walking. Fire a crouching Homing Beam....... I can't see any difference between this and a standing HB Fire a side dash Homing Beam....... Fires a Homing Beam while dashing. Fire a front dash Homing Beam...... Fires a Homing Beam that does not go over obstacles, but has extra homing accuracy Fire a back dash Homing Beam....... Same as a side dash Homing Beam; While dashing backwards Fire a jumping Homing Beam......... Fires a Homing Beam while jumping; No damage difference Charge Time: ** Homing Ability: ***** Damage: **** CC Activation Range: N/A (No CC Attack, weapon gauge will not turn yellow) ------------------------- SPECIAL ATTACK: SLC DIVE ------------------------- - As usual, depletes all your weapon gauges. - Executed by jumping in the air, wait for the jump to almost expire, then hold both joysticks forward while pressing both triggers (Homing Beam.) This works like Temjin's COTLB, except that it homes in on your opponent, and it travels for a short distance. Also, do note that you are COMPLETELY INVINCIBLE during this move, when you are clouded in a ball of fire. WARNING: If your opponent does a jump-cancel while you do this, you will drag your opponent for a while but will not do any damage whatsoever. You can get slashed in the face! EXTRA WARNING: If you execute the SLC Dive when you are too close to the enemy, you will only drag him without doing any damage - See above. Then prepare to lose 1/2 of your life. --------------- AGAINST THE CPU --------------- - Like the stage one Temjin, this guy is pure crap too. If you read my FAQ thoroughly, you'll recall that I saw a four-year old kid beating the crap out of Temjin. Well, I saw the same kid beating the crap out of Viper II. 'Nuff said. ---------------- BACKGROUND NOTES ---------------- - Viper II was originally developed for reconnaissance (Recon). They stripped off his armor not only to save costs, but to make him lighter at the same time. His V-Generator has the same power as Temjin, but in a much lighter chassis. On the other hand, he has very little armor; and a little damage for most VRs could spell doom for this one. As his name states, he isn't the first Viper - There were two others. Codenamed Viper Alpha and Viper Beta, they both had a solid Vulcan, unlike Viper II's energy Vulcan. Still, in the hands of a highly skilled pilot, Viper II is a force to be reckoned with. - There is a story as to how Viper II's SLC Dive got named... During the early development of Viper II after they stripped his armor off, a huge amount of unused energy was discovered by one of the test pilots. When he tried to use this hidden energy, Viper II turned into a huge fireball and started hurtling towards the ground! The pilot's last words were - "She's lost control!!!" The transmission then came to an abrupt halt. Hence, the name She's Lost Control. --------------------- DID YOU KNOW THAT... --------------------- - P1 Viper II's color is pinkish-violet, while P2's color is pure violet. No change of colors in weapons. - Temjin's Beam Rifle isn't the only one that fires an empty shell when fired... Viper II does that too! When reloading his Vulcan, he holds it in front of his face. I thought that it was another form of guarding, but a few seconds of testing proved me wrong. People call me a moron for noticing such little details, but I guess that'll come in handy in the future :) - Viper II's BGM has the same name as his SLC Dive...! --------- OVERVIEW --------- Pros: Can almost dash on air Cons: Every weapon does a lot of damage on him Overall Rating: **** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= XBV-13-T11 BAL-BAS-BOW +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: XBV-13-T11 (Experimental Battle Virtuaroid) Height: 20.2 metres Unarmed weight: 9.48 tons Fully armed weight: 17.3 tons Maximum power output: 5480 kilowatts Class: Heavy-light, depending on whan weapon you attack him with Armor: * (Crap, but not as crappy as Viper II) Speed: ** Mobility: ** Firepower: **** ------------- GENERAL INFO ------------- - Bal-Bas-Bow... Weird VR without any legs. Looks like a floating tank of some kind, and has really bad dash speed. His dash lasts for 2 seconds or so, and he won't travel very far with a dash like that. He has absolutely no other way of guarding when his Hand Bits are released. One pilot, one machine... One hell of a job to use. I do not recommend this VR to anyone, unless you feel like challenging yourself. A crazy challenge, that is. Arena: Ruins - Yahoo! My best arena, and also my favourite among the rest. Nowhere to hide, except behind some absurdly small "heads" (Like heads you would find on Easter Island) which, I think would look better if they weren't there. No chicken players here, buddy... Coz' there's no place to hide! - Rumor has it, that this was the place where DN found the ruins of the VRs... Background Music: Ruins - Has a catchy tune, very lively and Mexican-like. Quite okay. -------- WEAPONS -------- ============================== - Left Weapon: Floating Mine - ============================== - Great attack. Fires... no, more like releases a bunch of floating bombs. Deals good damage if it hits the enemy and it floats around the arena until it self-destructs, goes out of the arena or hits the enemy. Really hard to evade, but can be shot down. Charges at an astonishing rate, mind you! What happens when you: Fire a standing Floating Mine........ Releases a single Floating Mine from his left arm. Fire a walking Floating Mine......... See above; While walking, and speed decreases considerably Fire a crouching Floating Mine....... Releases a trio of Floating Mines. Fire a side dash Floating Mine....... Releases 4 Floating Mines. Fire a front dash Floating Mine...... See above. Fire a back dash Floating Mine....... Releases a trio of Floating Mines. Fire a jumping Floating Mine......... Releases 4 Floating Mines. Charge Time: **** Homing Ability: **** Damage: *** CC Activation Range: 44.9 metres or closer CC Attack: Lighter/Flamethrower (See for yourself.) Damage: ** Speed: *** ============================ - Right Weapon: Ring Laser - ============================ - And yet another turbo-fire weapon like Fei-Yen's and Viper II's, this time in rings. No, really. The good thing about this is that it "eats" up certain enemy projectiles, but has a really bad charge time for a right weapon, which most pilots happen to use as their primary weapon. What happens when you: Fire a standing Ring Laser....... Fires a stream of ring-shaped lasers as long as the trigger is held, or until it expires Fire a walking Ring Laser........ See above; While walking, and walking speed decreases considerably Fire a crouching Ring Laser...... Fires a stream of 5 Ring Lasers upwards if trigger is held; Fires less according to how long trigger is held Fire a side dash Ring Laser...... See Dorkas' Fireball, Viper II's Vulcan. Splits in 3 streams, each stream consisting of 3 Ring Lasers Fire a front dash Ring Laser..... Fires a stream of Ring Lasers in a straight line. Will knock down medium to heavy opponents if close Fire a back dash Ring Laser...... See above; Will not knock down enemies Fire a jumping Ring Laser........ Fires 2 rows of 2 Ring Lasers. Charge Time: ** Homing Ability: *** Damage: *** CC Activation Range: 44.9 (You have a choice which weapon you want to see) CC Attack: Eggbeater/Laser Crusher Damage: *** Speed: *** ============================== - Center Weapon: Hand Bit(s) - ============================== - BBB releases his hands to sneak up on the opponent and fire. When released, you cannot use any attacks before your hand bits return. A jumping Hand Bit fires long, detached lasers, a standing/walking/dashing hand bit fires little fireball-like projectiles and a crouching Hand Bit fires Ring Lasers. His jumping Hand Bit (z?t-z?t lasers) does the most damage on Z-Gradt. - What are "z?t-z?t" lasers? I invented this term for any detached laser attacks, thanks to my friend Syaizzul. What happens when you: Fire a standing Hand Bit....... Hand Bits home in on the enemy; Fires tiny fireball-like thingys (Machine Gun) Fire a walking Hand Bit........ See above; While walking Fire a crouching Hand Bit...... Hand Bits fire Floating Mines Fire a side dash Hand Bit...... Hand Bits fire Ring Lasers Fire a front dash Hand Bit..... Hand Bits fire machine gun shots Fire a back dash Hand Bit...... Hand Bits fire Ring Lasers Fire a jumping Hand bit........ Hand Bits fire z?t-z?t lasers (AKA Satellite Lasers) Charge Time: * Homing Ability: ***** (Goes right above your enemy, and fires) Damage: **** CC Activation Range: N/A (No CC attack, will not turn yellow) ---------------- AGAINST THE CPU ---------------- - Now, this is what separates the boys from the men. Many intermediate pilots lose to this stage, because it's very well matched with Bal-Bas-Bow. There is nowhere to hide, so his Floating Mines rarely miss. Not any more! To evade his floating mines, you can: *Dash away when they come near. *Jump and move to the right/left. - As usual, the CPUs from Belgdor and above will jump every time you do a side dash... When he lands, hit him with all you've got. ---------------- BACKGROUND NOTES ---------------- - Bal-Bas-Bow is a prototype virtuaroid, or an elemental virtuaroid. For the time being, Bal-Bas-Bow is still under development. The current Bal-Bas-Bow, doesn't seem to synchronize itself with its V-Generator. This, in turn affects handling and speed resulting in extremely poor performance (In short, he stinks). Nevertheless, his weapons are quite efficient; and may well be used in the future. --------------------- DID YOU KNOW THAT... --------------------- - P1 BBB's default color is white and violet, while P2's color is pink. - His Hand Bits are his only way of guarding against CC Attacks. When released, there is no way to guard against CC Attacks. - Even though BBB floats on air, crouching CC Attacks can damage him, so can Raiden's G-Bomb. - Certain weapons do more damage on BBB, and vice versa. For example, Apharmd's Tongfer does 1/2 life damage to BBB, but Temjin's Sword does 3/4 damage. --------- OVERVIEW --------- Pros: You can brag "Look! No legs!" Cons: Is the bragging worth one credit? Overall Rating: * +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= MBV-09-C APHARMD +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: MBV-09-C (Main Battle Virtuaroid) Height: 15.5 metres Unarmed weight: 8.82 tons Fully armed weight: 23.5 tons Maximum power output: 5800 kilowatts Class: Medium Armor: *** Speed: **** Mobility: **** Firepower: **** ------------- GENERAL INFO ------------- - Apharmd is a Temjin-style VR, except that he specialises in close-range combat. His Tongfers deal deadly damage with one blow, but his Shotgun totally stinks. Its charge time is extremely short, that after a few shots, it's out of ammo! His bomb is identical to Temjin's. Arena: Space Dock - A so-so arena for me. With a huge spacecraft to hide behind, it's hard to flush out your opponent from there. Background Music: Earth Light - Finally, something that sounds like a rock song! Nice song, sounds really tough. -------- WEAPONS -------- ===================== - Left Weapon: Bomb - ===================== - See Temjin's bomb. The only difference is when you do a side dash bomb, it results in a very small explosion that does no damage, unless the bomb itself hits the enemy directly. Absolute rubbish. What happens when you: Throw a standing bomb...... Throws the bomb for a short range, which explodes upon impact on the enemy or the ground. Throw a walking bomb....... Same as above, only thing is you can move while throwing. Throw a crouch bomb........ Throws the bomb like a bowling ball. Rolls toward the direction thrown. Throw a side dash bomb..... Throws a bomb directly at your enemy; Does no damage unless bomb comes in direct with enemy, does not explode violently Throw a front dash bomb.... Throws the bomb directly on the ground beneath you while dashing Throw a back dash bomb..... Throws a bomb for quite a distance towards your opponent before exploding. Throw a jumping bomb....... Throws a bomb directly beneath him. Charge Time: *** Homing Ability: * Damage: ** CC Activation Range: 14.8 metres or closer CC Attack: Shotgun Slam Damage: *** Speed: *** ========================= - Right Weapon: Shotgun - ========================= - Poor imitation of Temjin's Beam Rifle. Gauge depletes with just one side dash attack. Splits in three from a side dash, and travels six-by-six in a straight line. Does mediocre damage. 'Nuff said. Note that you can do Temjin's Machine Gun trick with Apharmd, but your ammo depletes too quickly for it to be put to practical use. What happens when you: Fire a standing Shotgun........ Fires a Shotgun shell while standing. Fire a walking Shotgun......... See above; While walking Fire a crouching Shotgun....... Fires 2 shots that explode in mid-air, very limited range Fire a side dash Shotgun....... Fires 4 rows of four Shotgun shells. Number of shells will vary according to how much ammo you have left Fire a front dash Shotgun...... Fires 2 rows of 3 Shotgun shells in a line. Fire a back dash Shoygun....... Fires 2 Shotgun shells in a straight line. Fire a jumping Shotgun......... See above; While jumping Charge Time: * Homing Ability: ** Damage: ** CC Activation Range: 54.9 metres or closer CC Attack: Shotgun Slam Damage: *** Speed: *** ========================== - Center Weapon: Tongfer - ========================== - The deadliest CC weapon in Virtual On. Does 1/2 life damage on Temjin, with just one hit. The only drawback is that it travels front when used, be it in CC range or from a distance. On the other hand, you can use his auto-front-Tongfer-dash to your advantage. NOTE: For Apharmd, because he travels to the front when using his Tongfer, he dosen't need to be in CC range for his Tongfers to hit. EXTRA NOTE: As with Temjin's Beam Sword, Apharmd's Tongfer will cut through light projectiles (i.e Beam Rifle shots, Fireballs, Hand Beam shots) What happens when you: Slash a standing Tongfer........ Dashes forward, and slashes 2 beams from each Tongfer, left and right; Slashes only from left Tongfer if gauge is partially charged Slash a walking Tongfer......... See above. Slash a crouching Tongfer....... See above; Rather slow, and Tongfers are pointed downwards Slash a side dash Tongfer....... Dashes and slashes Tongfers like a car wiper - "Bye-bye" motion. As always, if gauge is partially charged only one beam is fired. Slash a front dash Tongfer...... See above; while dashing forwards Slash a back dash Tongfer....... See above; while dashing backwards Slash a jumping Tongfer......... Jumps and does a front somersault (frontflip) and slashes 2 beams. Charge Time: *** Homing Ability: **** Damage: * CC Activation Range: 100 metres or closer CC Attack: Twin Slash Damage: ***** Speed: *** ----------------- BACKGROUND NOTES ----------------- - Apharmd was specially designed for close-range combat. Based on the popular Temjin chassis, he has a more powerful V-Generator and enhanced close-range weapons. With a faster speed than Temjin, and with more armor equipped makes him a force to reckon with, even for veteran pilots. --------------- AGAINST THE CPU --------------- - Apharmd is something like Fei-Yen. The more you chase him, the more he runs away and you're gonna lose a lot of time. A short-cut is to force him into doing a CC attack by going close to him. Guard his attack and then you can counter it! --------------------- DID YOU KNOW THAT... --------------------- - P1 Apharmd's color is white with navy green "pants" and a blue bomb, while P2's color is white with brown "pants" and an orange bomb. --------- OVERVIEW --------- Pros: Tongfer does mega damage Cons: Side dash bomb does none Overall Rating: **** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= HBV-05-E RAIDEN +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: HBV-05-E (Heavy Battle Virtuaroid) Height: 17.8 metres Unarmed weight: 12.28 tons Fully armed weight: 32.5 tons Maximum power output: 8824 kilowatts (Whoa momma!) Class: Very Heavy Armor: ***** Speed: * Mobility: *** Firepower: ***** ------------- GENERAL INFO ------------- - Yeah! My favourite VR alongside Temjin! Extremely well armored, he takes the least damage among the rest of the VRs. His Twin Lasers are tremendously powerful, his Bazooka eats up Bal-Bas-Bow's Ring Lasers, and his Ground Bomb works great to flush your opponent out from a crate and set a trap with your Lasers. Beginner players use him because of his Lasers, intermediate players ditch him because of his speed, and veteran players use him because of his Lasers. Falls down a bit too easily, thanks to his high point of gravity. Arena: Deathtrap - Dosen't look as aggressive as it sounds, unless you look really hard. In VS mode, you start right behind a crate, while against the CPU, you start beside the same crate in VS mode. Speaking of crates, it's full of them, so be careful! Background Music: Fade To Black - The name sounds cool, but the song dosen't. Pretty blah here. -------- WEAPONS -------- ================================================== - Left Weapon: Ground Bomb (Shortened to G-Bomb) - ================================================== - ...Given a choice, I'd pick Temjin's bomb, but oh well... Like the name, this bomb travels on the ground for a certain distance until it hits the enemy, or until it self-destructs. Good for flushing out enemies, but that's about all. What happens when you: Throw a standing G-Bomb......... Throws a disc-shaped bomb in the general direction of opponent. Throw a walking G-Bomb.......... See above; While walking Throw a crouching G-Bomb........ Crouches and throws a G-Bomb upwards; Good for going over crates Throw a side dash G-Bomb........ Throws a G-Bomb which curves in the direction of opponent; Quite accurate Throw a front dash G-Bomb....... See above. Throw a back dash G-Bomb........ Throws a lightning-fast G-Bomb in a straight line; Bounces of crates if it hits it at an angle Throw a jumping G-Bomb.......... Throws a G-Bomb while jumping. I can't seem to put this to good use. Charge Time: ** Homing Ability: *** Damage: * CC Activation Range: 24.9 CC Attack: Shoulder Charge (Similar to Belgdor's) Damage: *** Speed: ** ========================= - Right Weapon: Bazooka - ========================= - Something like Belgdor's Grenade, goes in a stream when fired from a side dash. Explodes (Yes, explodes) with a small blast, and damaging anything within the blast's range. A crouch Bazooka is very, very hard to evade in a range of 200 or closer, so use it wisely! Bad charge time though. Again, Temjin's Machine Gun trick can be used here, but your timing needs to be very accurate. What happens when you: Fire a standing Bazooka........ Fires a single Bazooka shot than explodes upon impact with enemy, or is destroyed Fire a walking Bazooka......... See above; While walking Fire a crouching Bazooka....... Fires 3 Bazooka shots on top of each other; Very hard to evade Fire a side dash Bazooka....... Fires a stream of Bazooka shells in a line; Amount of shells depends on how full gauge is Fire a front dash Bazooka...... Fires 3 Bazooka shells in a line; May knock down enemies at point-blank range Fire a back dash Bazooka....... See above; Will not knock down enemies Fire a jumping Bazooka......... See above, while jumping and knocks down medium to heavy enemies Charge Time: ** Homing Ability: ** Damage: *** CC Activation Range: 49.9 metres CC Attack: Bazooka Swing Damage: ** Speed: *** ================================================== - Center Weapon: Twin Laser (Shortened to Laser) - ================================================== - This is the most powerful (selectable) long-range weapon in the entire game. Still, people always complain, "This can't aim at all!" or "I can't hit with this crap!" Actually, that's what makes it so devastating! Flush out your opponent with a G-Bomb (or Bazooka), predict where he'll dash, and fire! They'll run straight into your Lasers! MWAHAHAHA! What happens when you: Fire a standing Laser......... Fires 2 parallel Lasers in a straight line; Vertical aim is automatically adjusted (i.e enemy is jumping) and does 1/2 life damage Fire a walking Laser.......... See above. You cannot fire your Lasers while walking Fire a crouching Laser........ Fires 4 parallel Lasers in a straight line; Vertical aim is more accurate, does 1/2 life damage Fire a side dash Laser........ Fires 2 rows of two Lasers (4 in total) which curve in the direction of opponent; Knocks down light enemies Frre a front dash Laser....... Fires 4 rows of two Lasers (8 in total); More likely to hit but does slight damage Fire a back dash Laser........ See "Side dash Laser". Fire a jumping Laser.......... Fires four concentrated Lasers which split in 4 directions; Knocks down anyone Charge Time: *** Homing Ability: * Damage: ***** CC Activation Range: (No CC range, but who cares? Fire it anyway!) ---------------- AGAINST THE CPU ---------------- - Like Dorkas, use a lot of dashing attacks here. Shouldn't be much of a pest for most players. Just watch out for his Twin Lasers! - For some reason, when you do Temjin's COTLB, the CPU will just stand still waiting for you to ram into a lamp post or something. If there are no obstacles, he will take your COLTB without any problems. ---------------- BACKGROUND NOTES ---------------- - Raiden is the most expensive of all the VRs. The cost to manufacture one Raiden is equivalent to manufacturing 20 Temjins. As a result, the lower-cost Dorkas and Belgdor were made to make up for this fearsome unit, but I guess they failed to do the job. The power of Raiden's Lasers are so immense because their original function was to intercept and destroy invading spacecraft before it entered the Earth's atmosphere. These crazy lasers were taken from the Battlecrusiers that were disassembled after the war, and mounted on Raiden's shoulders. As there were only 26 battlecrusiers in the fleet, there are only 26 Raidens in existance. Pretty cool, eh? --------------------- DID YOU KNOW THAT... --------------------- - P1 Raiden's color by default is black with bits red armor, while P2's color is rust-like red with bits of black armor. No changes in weapons. - There are 3 types of Twin Lasers: Penalty Lasers, Planned Lasers or Berserk Lasers. Planned Lasers mean that you can predict where your opponent is going to dash, and you fire. Penalty Lasers, on the other hand mean that there is a 50/50 chance that your enemy might dash left or right. Named after penalty kicks in soccer, where the goalkeeper can only guess where the shot'll go. Berserk Lasers are normally used by really beginner pilots, where you fire your Lasers at random and hope that they'll hit. --------- OVERVIEW --------- Pros: Devastating weapons that can destroy your opponent easily Cons: Devastating speed that your opponent can use to destroy you easily Overall Rating: ***** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= PENALTY AREA JAGUARANDI +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: N/A Height: N/A Unarmed weight: N/A Fully armed weight: N/A Maximum power output: N/A (Should be very high!) Armor: ***** Speed: ***** Mobility: N/A(I can't use him, so I don't know) Firepower: ***** ------------- GENERAL INFO ------------- - Hah! Getting tired of N/Aalready? Well, get ready for more "N/A's" later. Okay, this nutcase has extremely heavy armor, and extremely powerful weapons. One shot from his Grand Bazooka (assumed, because I can't use him) will take away 1/2 of your life. A Tongfer's damage, so don't play around with this one! His Octal Lasers (another assumption) spread in 8 ways and also do 1/2 life damage. Until now, I haven't seen him do any CC Attacks, so I'm assuming that he hasn't got any. He appears if you take too long to defeat the first 5 VRs (Temjin to BBB) and is more of a penalty then an enemy. Arena: Secret Base - Think Fei-Yen's Moon Base without the crates. Has weird heiroglyphics that look like rubber ducks surrounding it and shaped like an octagon. Perfect place for Jaguarandi to destroy you, and there is no way to fight here except if you meet Jag. -------- WEAPONS -------- ================================================================================== - Left Weapon: Splitting Mine (wild guess, for both the trigger and weapon name) - ================================================================================== - A souped-up version of BBB's Floating Mine. Splits into 4 missiles, and does 1/4 life damage! One hell of a job to evade, even on air using Viper II. I haven't managed to shoot it down, but it dissolves in a Bomb. Pheew. Charge Time: UNKNOWN Homing Ability: **** Damage: **** CC Activation Range: UNKNOWN ===================================================== = Right Weapon: Grand Bazooka (another wild guess.) - ===================================================== - Similar to Raiden's Bazooka, in terms of appearance and firing style. Except... IT DOES 1/2 LIFE DAMAGE!!! Thankfully, it dissipates in a Bomb like his splitting mine. Charge Time: UNKNOWN Homing Ability: ** Damage: ***** CC Activation Range: UNKNOWN ============================================================== - Center Weapon: Octal Laser (And yet another wild guess...) - ============================================================== - Man, this guy's a total Raiden rip-off! When fired, Jag fires a barrage of lasers travelling in 8 directions. Quite easy to evade, because there are wide gaps between the lasers. Just don't dash while trying to evade them - You may end up losing 1/2 your life. As usual, it does 1/2 life damage. Charge Time: UNKNOWN Homing Ability: * Damage: ***** CC Activation Range: UNKNOWN ---------------- AGAINST THE CPU ---------------- - Quite a tough fight. Most Fei-Yen players end up here (Mwahaha... Serves y'all right!) because of cheap techniques; Hit and run till Time Over. This will serve as a lesson to all cheapos worldwide... If you are one of the unlucky few that happen to meet him, these tips might help. - Shoot him once or twice, the keep dashing around the round till Time Over. It's quite hard to do so, because he'll keep pressing you with his Grand Bazookas and if you happen to run into his Octal Lasers, YOU'LL be the one losing because of Time Over. - Throw a bomb to make him dash back. Then give him all you've got! When he dashes back, he can't move to the left or right, so use this idiotic instinct to your advantage. - Do a side dash. When you dash, he'll jump for no apparent reason, thus giving you a chance to attack him. ---------------- BACKGROUND NOTES ---------------- - According to legend (which is, of course, from SEGA) Jaguarandi is (or are?) the fighting records of a highly VO+ boy, kept in DN's server. Pilots have said to have fought a large VR before progressing to the later missions... Most of them never survived. These reports are from the few that did... Or did they? --------------------- DID YOU KNOW THAT... --------------------- - Jaguarandi appears the opposite color of your VR when (if) you meet him. - His arena has a huge crystal in the middle. It's actually something solid, so you can choose an aerial VR like Viper II to touch it (If you dare, that is). - Jaguarandi's armor is really tough, but it is possible to make him fall. - If you lose, and continue (i.e insert another credit and press start) you will still fight him, but his armor is now weaker than Viper II. One direct Laser from Raiden will kill him instantly. Somehow, he still retains his firepower. - If you STILL lose, and continue again, his armor will be so weak that one Beam Rifle shot will take away 1/6 of his life. Really! - When fighting Jaguarandi, your CC weapons will cease to function, even if you happen to be closer than your CC range. - Jaguarandi's name is actually in the sound effects bar, if you notice. Pronounced "Jagrandi", there MUST be a way to use him, or else they wouldn't put the voice there, right? --------- OVERVIEW --------- Pros: Mega weapons, mega speed, mega armor, spells doom for every opponent Cons: If you can use him, that is. Overall Rating: ***** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= FINAL AREA Z-GRADT +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= ------------------------- VIRTUAROID SPECIFICATIONS ------------------------- Type: UNKNOWN Height: UNKNOWN Unarmed weight: UNKNOWN Fully armed weight: UNKNOWN Maximum power output: UNKNOWN (Much higher than Jaguarandi) Armor: N/A (Extraordinarily heavy armor) Speed: N/A (When he fires his Laser cannon, he can dash, for some reason) Mobility: N/A Firepower: N/A (Crazy weapons) ------------- GENERAL INFO ------------- - Final boss of the game. (Duh!) Really, really huge and powerful. Tremendous armor while in "Worthless Lead Mode" or in gray, which is his default colour. Really slow, takes all your attacks while still moving towards you. Proabably one of the reasons why he has such heavy armor. Raiden's Lasers do less than 1/40 damage on him during "Worthless Lead Mode", to give you a comparison. More explained below. Arena: Nirvana - Mwahaha! A flat, floating piece of land, about the size of BBB's arena without the hills. If only you could fight here, this would be my favourite arena. Background Music: Crystal Doom - Very unique tune. Once heard, you won't forget it. Really sounds like a "you're doomed" kinda music. Another one of my favourites. -------- WEAPONS -------- This guy has 5 weapons, so I'm not gonna guess which trigger goes where. I'll just explain each and every weapon, and what it does. ===================================== Weapon #1: Pressure Mines/Dummy Mines ===================================== - I named them this because that's exactly what they do. When fired, they pressure you into making a mistake, like running into them or his other attacks. They automatically self-destruct when they come close to you, doing no damage unless you run into them, in which case they do damage. Charge Time: UNKNOWN Homing Ability: ***** Damage: * CC Activation Range: UNKNOWN ========================= Weapon #2: Hyper Phalanx ========================= - He only does this before he releases his Laser Cannon, and when he does, he releases a few pressure mines with it. It only explodes in a ring around him, but does 1/2 life damage. Beware... Charge Time: UNKNOWN Homing Ability: * Damage: ***** CC Activation Range: UNKNOWN ============================================ Weapon #3: Super Z?t-Z?t Lasers/Chain Lasers ============================================ - Boy, this weapon is good. For Z-Gradt, at least! He releases this along with his Double Ring Lasers while moving toward you. Does heavy damage and quite hard to evade when close. Charge Time: UNKNOWN Homing Ability: **** Damage: **** CC Activation Range: UNKNOWN ============================= Weapon #4: Double Ring Lasers ============================= - Fires BBB's Ring Lasers, except that there is another Ring Laser in a Ring Laser! Does much more damage that BBB's Ring Lasers. Also used to pressure you into his Super Z?t-Z?t Lasers. Charge Time: UNKNOWN Homing Ability: *** Damage: *** CC Activation Range: UNKNOWN ============================= Weapon #5: Huge Laser Cannon ============================= - Wow... I don't believe SEGA actually made such a weapon! When activated, Z-Gradt becomes a huge cannon, with a barrel about the diameter of Raiden. Fires a HUGE beam at you, and turns so that it covers a large area. The best thing to do when this happens is to go really close to Z-Gradt so that his ratio of turning is lessened, and avoid it completely while counterattacking. If you don't, it's gonna be very, very tough to evade, but still possible. Now, use this opportunity to fire your weapons, as he changes from "Worthless Lead Mode" to "Expensive Gold Mode", during which he turns gold in colour, and his armor is weakened by a lot. Charge Time: UNKNOWN Homing Ability: ***** Damage: ***** CC Activation Range: UNKNOWN NOTE: Z-Gradt will normally fire his Grand Laser Cannon twice, which means you have 2 chances to destroy him. WARNING: Z-Gradt can dash while firing his Grand Laser Cannon. ---------------- AGAINST THE CPU ---------------- - Jaguarandi's tougher, I have to admit but don't take Z-Gradt lightly either. During his "Worthless Lead Mode" (Gray in color, that's why I gave him the name) he has mega-armor, so give him all you've got, but try to save your weapons for his "Expensive Gold Mode". When he has lost enough life, his movements will become fast and erratic. Out of desperation, he will then fire another Laser Cannon. On most arcade machines, this is your ONLY chance to beat him before Time Over. If you do win because of Time Over, you will still lose for some reason. Anyway, in other words, Z-Gradt will only fire his Laser Cannon twice, so you'd better be fast! ---------------- BACKGROUND NOTES ---------------- - Z-Gradt is known as the security system for the Sun Cannon in the storyline, or DN's security system that has become self-aware (Has the ability to think for itself) and threatens to destroy Earth for no apparent reason, thus beginning Operation Moongate. To complete it, you have to destroy renegade VRs, defeat the Sun Cannon's security system (Z-Gradt), and eliminate the Sun Cannon once and for all, saving the Earth. --------------------- DID YOU KNOW THAT... --------------------- - Z-Gradt has only ONE colour, which is grey and yellow during his Huge Laser Cannon. - On the Nirvana (The arena) there are little glowing balls which switch from black to red, blue, yellow and green. - As with Jagrandi, you cannot use any weapon in CC mode against him. - Strangely, Z-Gradt's name is also available in the sound test bar, where it's pronounced as "Zigrad". I doubt you can use him... I can't imagine him having to land on top of a box in the Airport (Viper II's stage.) --------- OVERVIEW --------- Pros: LASER CANNON! Cons: Can't choose him either Overall Rating: ***** +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ GENERAL TECHNIQUES AGAINST THE CPU +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ These techniques will work against the CPU, on any difficulty setting. - If you start in arena while your weapons are in CC mode, guard immediately. The CPU will then attack you in CC mode, which leaves him vulnerable to a counterattack or the CPU will fire a crouching weapon. - CPUs from Belgdor's stage and above WILL jump every time you do a side dash. If the difficulty setting is set to Hard, then ALL CPUs will jump whenever you dash. - CPUs from Belgdor onwards will also do a back dash when you throw a bomb. Same like above, if set to Hard, all CPUs will dash back. +=+=+=+=+=+ THE ENDING +=+=+=+=+=+ - Don't worry, there are no spoilers here because there is no storyline. According to SEGA?, "Storyline sold separately." After defeating Z-Gradt, your VR fires a supercharged weapon into the generator and the generator starts to blow up. When it blows up, the VR dashes back and the entire Nirvana (Sun Cannon) explodes. Before the ending credits finish, you will see your VR floating around helplessly in space... ####################### ## G A M E O V E R ## ####################### *sniff* Sad ending, eh... Well, this'll proabably cheer you up. When the ending credits show up, press left, up, right and down (successfully rotating the controller) and keep doing it rapidly until your VR shows up. When it does, a spaceship comes and saves the VR, and heads back to Earth! Yay! It's not so sad after all! +=+=+=+=+=+=+ MISCELLENEOUS +=+=+=+=+=+=+ - Lasers (i.e Raiden's Lasers) can pass through bombs, but will not do any damage. - Any bomb can polarise a laser attack, Belgdor's Napalm and Dorkas' Phalanx included. - On the PC, you cannot execute Dorkas' Mega Spinning Hammer if you set your Turn(R) as "D", and your center weapon as "H". - You cannot execute Special Attacks from a dash. i.e: Side dash using Temjin, then cancel into a jump. That jump cannot be connected with a COLTB. - When you crouch, you cannot fall except when hit by a CC attack, or by a Special Attack (SLC, Mega Spinning Hammer or COTLB). Since you can't fall when you crouch, you will recieve the full impact of your opponent's projectile, thus recieving twice or more than average damage. - Z-Gradt cannot fall. - CC attacks will NOT work on air. - In the PC, to change the colors of your VRs, change the "Choose color" settings in the options. Then get press up (your button for the VR to move forward) for some really strange colors. - When you play in Go Solo! mode, you will encounter a fixed order of enemies, starting from stage 1 (Temjn): ############################# 1) Temjin 2) Viper II 3) Dorkas 4) Belgdor 5) Bal-Bas-Bow =PENALTY AREA= Jaguarandi 6) Apharmd 7) Fei-Yen 8) Raiden =FINAL AREA= Z-Gradt ############################## - After defeating BBB, you will reach a rating system showing your time. The faster your time, the higher your rank. Ranking starts at: 1) EX-S - Extraordinary! You're da man! 2) SSS - Honors 3) SS - Merit 4) S - Above average 5) A - Average 6) B - Bad 7) C - Crap 8) D - Doomed to failure 9) E - Err... How many credits have you spent on this round again? - Did you notice that out of all the VRs, only Fei-Yen's name is not spelled all in capital letters? That's how her name is spelt in the game. - When you finish the game, if you make it to the rankings page (input your name), you'll have the chance to watch Z-Gradt VS Jaguarandi in the background. Just for the record, Z-Gradt won :) - While you input your name, if you leave the cursor idle for a few seconds, the time will count down faster and faster, so input your name quick! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ QUESTIONS AND ANSWERS (Q & A) +=+=+=+=+=+=+=+=+=+=+=+=+=+=+ Q: Where did you get all these strange terms like "Oongabanga", "Kamehameha" and "Z?t-Z?t"? A: These are terms used by me and my fellow pilots only, who also happen to be my close friends. If you hear someone talking about this, then chances are that he's a friend of mine. The idea never caught on, though. Q: I hate your terms and I think you stink, you worthless piece of junk! A: Well, if you think so, then that's up to you. I use terms that I'm used to, and I'm sharing it with everyone now. If you don't like it... That's your problem. Q: Who are you? A: I am Eizaz Azhar. Q: How long have you been playing Virtual On? A I've been playing for more than 6 years now, when the arcade version first came out in Malaysia. Q: Why write a FAQ for such an old game? A: Well, this game happens to be one of the few games which I know inside out, so I decided to share with people what I know. Q: Why do you sometimes use British slangs, and suddenly use American? A: Hey, that's how I speak. Q: I'm out of questions. A: Good. Q: Will you reply to my mail? A: Yes, I'll try to help VR pilots from time to time, but instead of mailing me, come here: http://www.liquid2k.com/vogz And post your questions in the "Forums" area. I'll reply to them there. +=+=+=+=+=+=+=+=+=+=+=+ THINGS TO WONDER ABOUT +=+=+=+=+=+=+=+=+=+=+=+ - Ever wonder why VRs never run out of ammo? Temjin has infinite bombs, Dorkas has infinite Phalanx. - Light travels in a straight line, even a schoolboy knows that. So why can it home on in your opponent? (i.e curve according to your opponent's direction) - If light travels at 186,000 miles per SECOND, why do Raiden's Lasers take time to hit the enemy? - VRs use their weapons for guarding, right? And when a CC attack hits their weapons, it does very little damage, right? Why don't the manufacturers make VRs out of the same stuff their weapons are made of? +=+=+=+ CREDITS +=+=+=+ - SEGA? for creating this great game. SEGA? Rocks! - My computer, for not crashing every 45 minutes while I was writing this FAQ. - My good friend Terrance that inspired me to write this FAQ, accompanied me on countless trips to the arcade for the last 6 years, for being my training partner and inventing some styles, for noticing some details that I had missed out, and for lending me money (yikes!) - My good friend xyqyx, for also writing a FAQ on this game, thus inspiring me to write my own FAQ. (Yes, it's spelt "xyqyx" without capitals) - Another good friend, Syaizzul (Where the heck are you?) who gave me the idea of making up all of the weird terms above. - Me! For writing this FAQ and verifying, testing and painstakingly looking at every detail to write a good FAQ. It took me 6+ years to master this game, and I'm glad if this FAQ has hepled you in any way. +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ THE END! FINNITO! HABIS! THAT'S A WRAP! HASTA LA VISTA! DONE! COMPLETE! +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+ MISSION COMPLETE VIRTUAL OPERATION SYSYEM INTERRUPTION PLAYER DATA FREEZE - Well, here is the end of a smashing FAQ by Eizaz Azhar. Send in your comments, corrections, mistakes to: ztwc2@doramail.com In case you're wondering, the screen above is actually the ending screen, after you defeat Z-Gradt and before the credits roll out. +=+=+=+=+=+ LEGAL INFO +=+=+=+=+=+ ______________________________________________________________ This document is protected by copyright law and is copyright ?Eizaz Azhar, 2002. This document may NOT be reproduced in any way without my consent. Usage of this guide elsewhere other than www.gamefaqs.com or ign.com without my authorisation is a violation of copyright, and is strictly prohibited. ______________________________________________________________ Date of completion: 15 August, 2002 around 8.45 pm (First version of FAQ)